Six From Gate Pass - Chapter 3: Shelter From The Storm


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Driven wild by spilled blood and the prospect of a warm meal, the huge spider lunges forward again, eager to fill Bannock's body with venom. Its vicious blood-stained fangs drive down seeking flesh. They dash past his glaive and you hear the fangs punch through plate. Bannock screams in pain as the fangs go deep into his torso and inject another load of burning venom. He is driven to his knees by the weight of the blow and a his plate is stained red by his rapidly draining life force. Finally, able to bear no more, his eyes roll back and he topples to the ground beneath the giant vermin. The spider hisses loudly and turns its many eyes to the rest of the party.

GM: Indomitability's boon allows Bannock to automatically stabilize at -6 hp


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Initiative

1 - DM #1 (H)
2 - Hrimr
3 - Bannock
4 - Alric
5 - Arnir (and swarms)
6 - DM #2 (L)
7 - Kirio

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Spider Lair - Round 5

GM: I've updated the map to include the room with the statue. The large red rectangle is the stone door between the two rooms. The smaller red rectangle in the adjacent room is the open doorway which leads to the stairwell that takes you back to the room above with the sarcophagus and the pit trap.
 
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Hrimr grimaces at the stench of the swarm and just to keep it together. He manages to stay focused on the fight at hand only to see Bannock struck down by the large hulk of a spider. Hrimr cries out to Alric:

"I'll get him out of here, cover me!"

Hrimr drops his shield and grabs Bannock from the back of his armour's collar. He starts to drag him towards the door, but the webbing slows him down.


OOC: Drag Bannock 20 ft. Final position is Hrimr in G5 and Bannock in G6
 
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GM: Way too many actions for one round Lars. Opening the trap door is a move action, moving into the hole is another move action, closing the door behind you is yet another move action. Using the wand is a standard action.

Please refer here for how certain actions are considered during the combat round: Actions in Combat

Also, you are jumping into the rough ocean: waves rolling under the docks, slapping against the breakwall, etc. You need to succeed on a DC 15 swim check in order to tread water / swim well enough to use the wand.

I'll let you edit before we continue the initiative.


A chastened Lars yanks open the trap door and jumps in the hole, grabbing hold of the wooden planks at the edge of the hole.

Lars wants to grab hold with his fingertips and hang below the floor, looking for a nearby beam to catch.

OOC: Acrobatics check to hang from the opening, and swim check in case that fails.
 

To Hrimr's call Alric says nothing, his attention intently centered upon the huge spider looming before him with fore-legs the size of long swords, fangs to match, and all as sharp and as vicious as Ragesian scorpion assassin razors (of which Alric has heard only stories, never having seen them himself).

Alric waits for a moment until he hears that the scraping of Bannock's armor on the cobbled rocks has gone farther than his hearing over the din of the spider's demonic hissing. Then he carefully backs away from the spider keeping his sword and shield in a guard position between him and the beast.


OOC: Alric performs a withdraw action. Moving 15ft to G7.


"By Helm's holy balls if we live through this I will never step on another 8-legged creature for as long as I breathe!"
 

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Seaquen (Under the Warehouse)

Lars, you can barely see anything underneath the warehouse. Perhaps out of fear from your pursuers, or just plain craziness, you use the momentum from your jump to swing your body forward like a pendulum and you release. You feel a momentary weightlessness as you move through the briny air, with nothing but the cold, dark, crashing of the ocean below you. Maybe 6 or 7 feet from the trap door, your outstretched arms manage to find a salt encrusted horizontal support beam that runs beneath the floor of the warehouse. You slam into it, bruising your arms and pull yourself up so that you're hugging the beam. Your body shivers with adrenaline and suddenly a surge of pain scores across your chest as the conjured acid strikes you again. You grip the beam with all your might as the acid burns and you almost black out from the pain. Finally it subsides and you remain conscious though extremely injured.

Above you comes the sound of boots on the wooden floor and calls of: "Where in the nine hells did he go?" and "the fool dove into the ocean!" After a moment, the trap door slams shut and you hear a a heavy crate being pushed over top of it. Lowduke's now unmistakable voice screams out: "Get outside you worthless worms and find him. I don't care if you have to fish his corpse from the waters, I want him found. And someone get on the roof and cut that rope and fix the window. Move!"

GM: Lars, you're at 1 hp. We are off initiative for now.
 
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As soon as Alric backs into the room (at G7), and seeing that they are all out out of the spider's lair, kirio pulls the door shut (initiating readied action), hopefully blocking the eight legged beast's continued attack "let's hope it is satisfied with the corpses of it's smaller cousins..."(initiating readied action)
 

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Caves - Spider Lair

The heavy stone door closes with a dusty thud, strands of webbing still dancing in the air. The massive spider scratches at the door and drives its fangs against the stone, giving off an awful scraping sound that echoes into the shrine you now stand in. Finally, with a cry and a hiss, the creature ceases its attempts and it goes quiet.

You all stand around, catching your breath, with the ruined body of Bannock laying in your midst.

GM: We are off initiative now.
 
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Hrimr breathes out a sigh of relief as the door closes. He looks to Alric and Bannock.

"Let me check you bites, you are likely poisoned. I will try and help you with it."

He reaches into his pouch and pulls out some purple moss. He first puts it under the tongue of the unconscious Bannock. He then hands some to Alric.

"Put it under your tongue and suck on it. It will takes awful, but it will hopefully help."

He checks there bites and does what he can.

"Can someone get this webbing off me so I can heal this poor boy?"

OOC: If I beat the DC of the poison with my heal check Bannock and Alric get +4 to their poison saves.

 

"Next time... let's maybe not run into a spider's lair... let's... I don't know... draw the f:):-S:(:eek::hmm: out... no?" He kneels by Bannock "I can do a little for him, but we may have a problem with any venom those things may have had..." He begins humming as he waves his hands over Bannock, a green glow washing over him casting them both in an eerie light.

OOC: CLW twice on Bannock
 
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